Author Topic: Turret Question...  (Read 1006 times)

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Offline ShadowPuppet

  • monkey/fish war person
  • 26
well...been trying to sort this by trial and error...but it has mostly been the latter :mad:

What I want to build is a large turret, similar in function and movement to a ww2 warship turret.

There is a boxy turret body, with 2 guns sticking out the front.

I have made it up as a 2 part turret with the guns as a single 'arm' with 2 firepoints. What I can't get right is the correct movement constraints.

With the gun at rest, facing forwards:

I want it to be able to rotate 90 degrees left, and 90 degrees right. Max elevation would be around 90 degrees ( straight up ) with minimum depression being horizontal.

Can the FS2 turret code do this?

If not, what settings should I use to get as close to this as possible? The gun can't be allowed to rotate the turret further round, since the barrels would clip objects, or she would be firing through parts ofthe superstructure. Also, I don't want teh barrels going past vertical and pointing backwards!

Just can't seem to hit on the right method. The turret works OK in all other respects. Parts are correctly centred, firepoints are OK.

For single 'non moving part' turrets, the normal gives you a 'centre' line, with the angle of movement giving maximum 'deviation' away from that centre creating a cone of fire.

Any suggestions?
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Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
At rest turrets point straight up (or down). Always.

I've never tried messing around with the fov for a multipart turret. It might be worth seeing what that would do.
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Offline Killfrenzy

  • Slaughter-class cruiser
  • 210
  • Randomly Existing
I'm having multipart woes of my own - they're not behaving at all!! :D

As far as I can see they should work fine. I was going to plead for help but I can't get onto my Swooh account at the moment to upload the model and tables for someone to look at.

Multipart turrets are a class A *****......
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